PTS Update 36 - Feedback Thread for New Item Sets & Mythic Items

  • ESO_Nightingale
    ESO_Nightingale
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    In a future dungeon update, can we introduce a strong single target based frost damage proc monster helmet? One that focuses purely on dealing damage instead of having secondary effects unrelated to increasing damage would be really nice to have to increase the pool of frost damage monster helmets to choose from. As currently our 2 options are both area of effect damage over time helmets. With either a shield or debuffs.

    I thought of some ideas after i wrote this post for fun, I'll include my inspirations too. These pictures were put together on eso sets by editing client-side html.


    q0zewz5kuv9h.png
    This is my main idea for a single target based frost set. damage numbers are probably way to strong before scaling, but i think this set offers a unique single target based proc that would falter in aoe encounters, as part of it's drawback doesn't include a per enemy basis, so if the set procs on a trash mob, it'll be wasted. it's also only single target, and as such, it's damage is higher than a lot of aoe burst proc effects, especially including the unique execute portion. due to the random nature of this set and the requirement for it's maximum damage, it will be a lot harder for it to be really frustrating to fight against in pvp, and thus is mostly tailored for pve single target boss encounters.


    jpdxcc4ewn64.png
    The idea i got for this set was a shark snatching it's prey from below. the general idea of this set is you "mark" the target with a direct damage area of effect attack, which are generally uncommon types of attacks, and then, in order to proc the set for the burst, you tag the target again with an area of effect burst damage attack causing the "shark to bite" the inspiration of the name came from the sea of ghosts. where there could be all manners of sea creatures or leviathans hiding. frost damage is due to the frigid water from the area.

    note: leviathan's hunger is supposed to say leviathan's storm. hunger was the original name for it that i had.


    d8qa6n5fkpv2.png
    This last idea is kind of a mash together of several ideas and so it's pretty messy, but the idea started with the theme of split frost/bleed damage like how there's other monster sets that replicate sorcerer's unique damage types, the central theme of it was a polar bear, which i then settled onto an ice wolf after realizing having another bear pet would be super confusing, it's unique bonus was based on status effect application of chilled and hemorrhaging which warden is generally good at. so this set is really tailored for wardens, but with conditions and effects that make it interesting for other builds.
    Edited by ESO_Nightingale on October 11, 2022 2:33AM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Billium813
    Billium813
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    Billium813 wrote: »
    Faun's Lark
    • Fixed an issue where players affected by this set’s Charm could still move freely. Charmed players will now move toward the last location of the Charm caster and stay there until the effects of the Charm have worn off or have ended early by cleansing or using Break Free.

    So, Faun's Lark is like the opposite of Feared now? Not complaining, just asking.

    Precisely what position will they move towards while Charmed? "The last location of the Charm caster" is a bit vague considering the proc is on "passing through" an enemy, so when they are Charmed, the positions are basically the same, right? If there is a delay (maybe 10ms), what if the "Charming" player makes an immediate 90 degree turn? Or pulls a 180? Faun's Lark says "removing their ability to attack or cast abilities as they move toward you", but the caster has run the other way so does that break you free? Kind of confused on this.

    They should add "Charmed enemies cannot be charmed again for 8 seconds". Do the designers of Faun's Lark want players to be able to immediately re-Charm enemies that just broke free? And I think thematically they could add "Dealing damage to an enemy removes the Charmed effect" since it makes more sense that them hitting you would snap you out of your stupor.

    Also, while I think the design is interesting, I think this effect WAS really confusing to players since it isn't that obvious that you need to CC break to get out of this effect. Having the players lose control and run to a specific location is a good step in the right direction for this effect since that makes it way more obvious that the player needs to break free of something.

    From what I recall from earlier testing it does respect CC immunity. The problem is that CC immunity is a joke in PVP.
    Adding a rider like dealing damage breaks the charm, or adding a specific cooldown to the ability to be affected by the set (I would go even longer than 8 seconds) is 1000% necessary.

    CC Immunity is like 6 seconds, right? So you get charmed, break free. Then, you can be charmed again after 6 seconds? That doesn't seem long enough to me considering this isn't a skill that costs anything, you just run... which is what PvP is all about... and it gains you stats back!

    See, looking over many of the things that grant "Fear", they don't have cooldowns on applying Fear either. I can see the logic that since Fear just uses CC immunity cooldown, Charmed could as well. But Faun's Lark doesn't cost resources like casting a skill to apply Fear does... it just triggers on running through players. PvP is all about running around, being slippery and basically unkillable, THEN nuking players with one big hit. Faun's Lark feels like it really helps that strat, which is already super annoying IMO.

    I wonder what Cyrodiil will look like with 3-4 players Naruto running through hords of players, gaining life, gaining stam, CC stunning everyone every 6 seconds, spamming heals, chugging unstoppable pots, generally just being super annoying. The confusion alone should help disrupt zergs and to that, I kinda like this mythic! Seems like resource towers will be really annoying with these jokers running around though...

    I don't dislike the design, but I wonder how it will play out. Maybe they could remove the resource sustain? Or make the equipped player unable to become immune to stuns themselves? At least then, the runner could be countered with some stuns.
    Edited by Billium813 on October 12, 2022 12:35AM
  • Necrotech_Master
    Necrotech_Master
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    Billium813 wrote: »
    Billium813 wrote: »
    Faun's Lark
    • Fixed an issue where players affected by this set’s Charm could still move freely. Charmed players will now move toward the last location of the Charm caster and stay there until the effects of the Charm have worn off or have ended early by cleansing or using Break Free.

    So, Faun's Lark is like the opposite of Feared now? Not complaining, just asking.

    Precisely what position will they move towards while Charmed? "The last location of the Charm caster" is a bit vague considering the proc is on "passing through" an enemy, so when they are Charmed, the positions are basically the same, right? If there is a delay (maybe 10ms), what if the "Charming" player makes an immediate 90 degree turn? Or pulls a 180? Faun's Lark says "removing their ability to attack or cast abilities as they move toward you", but the caster has run the other way so does that break you free? Kind of confused on this.

    They should add "Charmed enemies cannot be charmed again for 8 seconds". Do the designers of Faun's Lark want players to be able to immediately re-Charm enemies that just broke free? And I think thematically they could add "Dealing damage to an enemy removes the Charmed effect" since it makes more sense that them hitting you would snap you out of your stupor.

    Also, while I think the design is interesting, I think this effect WAS really confusing to players since it isn't that obvious that you need to CC break to get out of this effect. Having the players lose control and run to a specific location is a good step in the right direction for this effect since that makes it way more obvious that the player needs to break free of something.

    From what I recall from earlier testing it does respect CC immunity. The problem is that CC immunity is a joke in PVP.
    Adding a rider like dealing damage breaks the charm, or adding a specific cooldown to the ability to be affected by the set (I would go even longer than 8 seconds) is 1000% necessary.

    CC Immunity is like 6 seconds, right? So you get charmed, break free. Then, you can be charmed again after 6 seconds? That doesn't seem long enough to me considering this isn't a skill that costs anything, you just run... which is what PvP is all about... and it gains you stats back!

    See, looking over many of the things that grant "Fear", they don't have cooldowns on applying Fear either. I can see the logic that since Fear just uses CC immunity cooldown, Charmed could as well. But Faun's Lark doesn't cost resources like casting a skill to apply Fear does... it just triggers on running through players. PvP is all about running around, being slippery and basically unkillable, THEN nuking players with one big hit. Faun's Lark feels like it really helps that strat, which is already super annoying IMO.

    I wonder what Cyrodiil will look like with 3-4 players Naruto running through hords of players, gaining life, gaining stam, CC stunning everyone every 6 seconds, spamming heals, chugging unstoppable pots, generally just being super annoying. The confusion alone should help disrupt zergs and to that, I kinda like this mythic! Seems like resource towers will be really annoying with these jokers running around though...

    I don't dislike the design, but I wonder how it will play out. Maybe they could remove the resource sustain? Or make the equipped player unable to become immune to stuns themselves? At least then, the runner could be countered with some stuns.

    cc immunity is at base 7 sec, i thought there was a red cp that could extend the duration slightly, but i could be misremembering or it was changed (and not in game to check lol)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Erissime
    Erissime
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    Is there some new glitch with the Faun's Lark mythic? I checked the antiquity and it says one cannot cast for 4 seconds after charmed by the piece. But the amount of incapability I have witnessed in game is far longer than this. It literally feels like being glitched - even after death /rez. The imposibility to cast anything at all remains. Can someone provide some feedback as to where the problem exists? I suspect this mythic as I noticed such occurences far more often after Galen then before - but it may as well be some new level of lag I haven't encountered before ( note that movement is as fine as ever as well as everything else, so lag is not overall experienced - hence the suspicion on the mythic!) . Also players are ( naturally) abusing it - sticking by you in circles in pvp when wearing it - which is darn right annoying (this last one being irrelevant - people will be people anyway) . But seriously fix this! It comes down to be unable to play the game altogether! All skills greyed out "forever" until changing zone or leaving the instance - how is this normal?
    Edited by Erissime on November 26, 2022 4:18PM
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